i wonder if they meant 8000 frames of animation? if you take an average animation as being 30 frames, you would have 8000/30 = ~267 animations. which sounds like a far more reasonable number.
Use 32-bit texture formats. Basically if you're using 24-bit textures, you have 256 levels of height. That leads to stepping. Save your textures as 32-bit single channel greyscale textures.
weapons coming along now. Here's a WIP on the sword to give an idea, no spec yet so that's quite random. 250 tris. The other stuff should be finished today so rig and update well on track :) ~P~
its a cool feature which is integrated into Mudbox [ame=" https://www.youtube.com/watch?v=ZPezIU0c4zc&feature=related"]mudbox_ear.mp4 - YouTube[/ame] some general explaining about it http://www.digitaltutors.com/11/training.php?vid=207
Here's where the textures are at. They are rough. I just wanted to post my progress up. Prolly going to repaint some of them as I develop the scene more. All 256 textures. C & C always appreciated.
I do think it would be perfectly acceptable to use a 256 map for the low res one since the reaper is around 4x the size of the other characters. The drop in texel density there is the only thing that pops out to me.
gawd, they shouldn't be bad looking. They ARE low res--- that shotgun is like.. 128 X 64 .. or something?? i can't remember. it might be on a 256. im sure it would have to be, come to think of it. 256X128 i'm sure. thanks.
here are the diffuse maps with uvw overlayed on top arches/doorway (1024) pillar (same 1024 map) just wanted to show clearly where i put the uvs for the pillar Gear track (512) Gear (256)
what would you guys recomend for a duel screen vid. card? PCI-E or non. I dont understand how the first card Enix posted says 256 DDR memory but its only 128MB.
I was really unsatisfied with where I left the texture on that house, so I went back and adjusted the UVs so the roof got a bit more attention. Here's the new texture at 512: And applied to the model at 256: